Battletech (2018 PC game) Page 4

  • ChiefGB 15 May 2018 15:11:16 9,101 posts
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    Oh yeah it's clearly going down well in here, and likely elsewhere so it likely deserves the success. I'm very curious and love my turn based stuff, not the biggest mech fan or that familiar with the license though. Of course a good game that scratches the turn based itch can transcend that, would this fit in with that? The "box art" image or whatever you'd call it these days looks badass as fuck though so the art design perception looks great too.
  • StarchildHypocrethes 15 May 2018 15:12:53 31,803 posts
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    Other than a brief dalliance with Mechwarrior 2 back in the day, I knew sweet FA about Battletech before starting this.

    It's good.
  • Rogueywon Most Generous Forumite, 2016 15 May 2018 16:25:36 3,880 posts
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    I'm not a great expert on the Battletech universe (most of what I know comes from the PC games), but the short version is:

    The setting somewhat resembles sort of "lite" version of Warhammer 40K - at least for the era covered in the 2018 game. There are some basic shared themes - a society past its peak and in technological/social decline, still fighting wars with the technology left behind by previous eras (Battlemechs chief among this). Social decline has seen some of the major states go back to monarchic or feudal societies (though others remain partly or wholly democratic). There are also some imports from Dune; interstellar travel is controlled by Comstar, a galactic monopoly (similar to Dune's guild), which also has techno-religious stylings similar to WH40K's mechanicum. Overall, though, it's much less grimdark than WH40K.

    The game's set towards the end of the "succession wars" era. This is dominated by both open and covert wars between the major powers clustered at the centre of what used to be the Star League (the big empire that represented the peak of human civilisation). Those powers collectively are known as the Inner Sphere. The game focusses more on the minor powers around the edges of known space - the Periphery. Battlemechs are rare and expensive in this era of the setting and many of them are own by mercenary companies, some of which have histories and traditions as old as the major states. This is the era also featured in the original MechWarrior and Battletech PC games from the 1980s, as well as (last time I checked) MechWarrior Online. The scheming between the various major and minor powers lends itself to a kind of "Game of Thrones-lite" style of storytelling, which the 2018 game doubles down on.

    The timeline continues for quite a long time after the events of the game. 25 years after the game's major setting, the Clans (remnants of the former Star League military who've spent centuries in the far reaches of space, developing their own customs and society and highly advanced technology) invade the Inner Sphere, sparking a major war (covered in the old Battletech 2 and MechWarrior 2: Mercenaries). The storylines from this era tend to have more clear-cut goodies and baddies and are generally more straightforward than the "succession wars" stuff.

    This is followed by a period of prolonged conflict between the Inner Sphere and the Clans (MechWarrior 3, MechWarrior 4, MechCommander) during which the Inner Sphere gets technological advancement rolling again and reaches a rough parity with the Clans (and starts building new mechs like crazy, reducing their previous scarcity). After that, things get a bit weird with the Clans being sort-of normalised as part of the politics of the setting and a big religious-cult uprising (see MechCommander 2 and both MechAssault games) followed by some event which shuts down interstellar communications and ushers in a dark age (not been covered in video games and, from what I've heard, not kindly regarded by the franchise's fanbase).

    Across all of the eras, though, the touchstones of the setting are a grimy, military-industrial look to the mecha (by stark contrast with the Japanese mecha traditions which inspired Battletech) and a general retro-futuristic aesthetic.
  • THFourteen 15 May 2018 16:32:51 49,271 posts
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    Fuck it i am going to buy this aren't i.

    Does anyone know if it has ultrawide support? I remember someone on reddit/ultrawidemasterrace moaning about it
  • Rogueywon Most Generous Forumite, 2016 15 May 2018 16:34:14 3,880 posts
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    @THFourteen It does not have ultrawide support at present. The devs have posted that it is high on their to-do list, but it is not implemented right now.
  • THFourteen 15 May 2018 16:35:09 49,271 posts
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    @Rogueywon

    Ah right thanks for that.

    I will wait it out then.
  • Rogueywon Most Generous Forumite, 2016 15 May 2018 21:44:34 3,880 posts
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    After tonight's first mega salvage-haul from a 4.5 rated mission, I have just one thing to say.

    ATLAS MOTHERFUCKERS!

    Oh, make that two things. I snagged a Stalker as well.

    To be honest, that was not hard for a 4.5 rated mission. Had to deal with a base with 4x turrets again, plus a full lance of assault mechs (Atlas, Zeus, Stalker, King Crab). Got three of the turrets down before the enemy mechs were in engagement range, then just took the battle away from the fourth turret. The AI tends to over-stretch itself trying to finish wounded mechs, which is a good opportunity to kite them around while your other mechs unload their firepower.

    I'd gone for salvage in the contract options, giving me 3 picks. Used that to snag all 3 parts of the Atlas then the random distribution gave me the other two parts I needed to finish a Stalker.

    Would have preferred to grab the King Crab, but RNJesus didn't love me on the damage distribution to that one and the center torso gave out before the pilot.

    Edit: It's ok, it's ok. I managed to get a King Crab on the very next mission. Some people may be tempted to describe this as a touching, heartwarming story. "The Little Boy Who Thought He'd Missed His Chance To Nab A 100T Nightmarish Assault Mech But Then Got One Anyway". Kinda like "Yes, Virginia, There Is A Santa Claus" only better. I would never actually encourage you to feel this way, but should you find yourself so inclined, I would not discourage you either.

    Edited by Rogueywon at 22:45:53 15-05-2018
  • shamblemonkee 16 May 2018 07:53:55 17,927 posts
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    Glad to see that I am not the only one around here enjoying this. It's a little rough around the edges but the success so far means it's got support for a year or more and is a brilliant foundation on which to build.
  • TheRealBadabing 16 May 2018 08:24:19 1,794 posts
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    This has rapidly become one of my most played games on Steam. Already finished the campaign and on to a second playthrough. One thing I've noticed though: I think the game is hardwired in such a way that Dekker always dies. Or maybe that's just me.
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 09:03:46 3,880 posts
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    @TheRealBadabing My Dekker is still alive - and is my prime Tactician - 40 hours in. So unless there's a scripted event on a plot mission I've not yet reached... don't think so.
  • StarchildHypocrethes 16 May 2018 09:48:14 31,803 posts
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    Mine was headbutted to death by a robot with no arms.

    Classic Dekker.
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 09:56:16 3,880 posts
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    @StarchildHypocrethes Hah, I do tend to de-prioritise (in targetting terms) mechs whose arms and side-torsos have been shot off, but it's definitely risky with some of the models which have high melee.

    The Banshee assault-mech, for instance, is a real oddity. Very heavy armour and a high speed, but only a tiny weapons loadout. The best way of using it seems to be to dash into melee range with it as quickly as you can, as its melee hits are seriously painful (particularly if you equip the enhanced arm component).
  • sunjumper 16 May 2018 09:57:55 3,426 posts
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    For me it's Behemoth which for the longest time seemed to be the Kenny of my team. No matter in which mech she was she alwayws got killed sometimes in the most innane ways.

    My version of Dekker is an immortal who hardly ever gets injured.
    On the other hand he is the one guy who stands back in a mech filled exclusively with LRMs.

    By the way there is one variation of the Jagermech that has four missile hardpoints. Striping out the near and medium range crap, you can make it fire over 50 LRMs per round and add jump jets and extra armour to it.

    Have any of you found any special configurtations for your mechs that make most of the standard ones look ineffective and boring?
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 10:00:43 3,880 posts
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    sunjumper wrote:

    By the way there is one variation of the Jagermech that has four missile hardpoints. Striping out the near and medium range crap, you can make it fire over 50 LRMs per round and add jump jets and extra armour to it.
    I fucking well know this. The AI loves to spawn loads of these, particularly in its reinforcement lances. They are absolute fucking bastards if you are already caught up in combat with the main enemy force, as they strip your armour and stability in the blink of an eye.

    Get them into close quarters combat and they're a joke, though.
  • shamblemonkee 16 May 2018 10:25:56 17,927 posts
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    my Behemoth just got 1-shot headkilled by a fucking Jeager. I totally rage-quit.
  • Zyrr 16 May 2018 10:38:04 275 posts
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    Of the original team, I only have Glitch left. Behemoth took an AC20 to the face and Decker's cockpit took the full brunt of a death from above from a Quickdraw, of all things.

    Loving this game.
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 11:02:20 3,880 posts
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    My only deaths have been of non-starter characters. Had one whittled down while kiting in a Jenner early on and one take fatal pilot damage after stability-spam from those bloody missile Jagermechs.
  • sunjumper 16 May 2018 12:14:15 3,426 posts
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    @Rogueywon

    Talking about reinforcements. It took me a good while to notice that while there is fog of war you can have a look at the entire battle field right from the begining of a mission.
    The map usually has an ovious path towards the goal of a mission but if you look carefully you might discover other paths or great places for an ambush.
    By now I always take the scenic route over the flanks to see if I can find the enemy reinforcements before they can murder my lance while it is engaged with the main target.

    Another part that I love is that you can actually use the landscape to turn a retreat into a trap for the enemy. Or use a mountain to hide your more fragile mechs from the line of sight of an Atlas (and use every single LRM in your arsenal to grind it down before he finally appears behind the mountain like a stompy death star).
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 13:07:42 3,880 posts
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    @sunjumper Yeah, terrain is an absolute make-or-break in this game, particularly on 3+ rated missions with significant hostile reinforcements. You've got to be using line of sight, elevation and stability/cooling penalties and bonuses to overcome the tonnage disadvantage the game puts you at.
  • sunjumper 16 May 2018 16:02:42 3,426 posts
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    @Rogueywon
    And things like moving as much as possible to keep the evasion pips up, while trying to stay in a forest for better cover. Or using multitargeting and missiles not to hit the target but to make them eassier to hit for the mechs with the real firepower.
    And spending ages in the mech bay to find that special configuration that squeezes a bit more damage/armour/heat capacity/jump jets out of mech turning it from meh to good.


    Any favourite mech configurations?
    One that has served me well is a Centurion with two LRM15s and an LRM5. It can stay well out of sight, is fast, has jump-jets and has a damage output and armour that is higher than that of mechs 20 to 30 tonnes heavier than itself.
    Or the Jagermech with twin AC/20 and improved armour. A bit of a gamble that one but when it hits it is often a joy to behold.
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 16:27:25 3,880 posts
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    @sunjumper In the early and mid-game, keeping those evasion stacks up is vital. By the time you're fielding mostly heavy and assault lances, the benefit of evasion will be diminishing and I found I was needing to focus much more on when to get a Guarded effect up by one means or another.

    Using multitarget to get down enemy evasion stacks is a decent trick and one I've used a few times. I also like to keep a faster mech in my lance which can dash in for a melee attack (if it lands, it really strips that evasion away).

    My re-tuning of mechs has been fairly modest so far. I do a lot of replacing components with +, ++ or +++ versions, but haven't yet done any really hardcore remodelling. I did trade the L Laser on my King Crab down to a pair of M Lasers, for better heat management and to allow me to fit in some extra AC/20 ammo, as I found the default configuration just didn't have the ammo endurance needed to go the distance in many missions.

    But my god, when that thing hits with a full salvo, it fucking well hurts.
  • sunjumper 16 May 2018 22:04:07 3,426 posts
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    @Rogueywon

    You have not lived until you rebuild your mechs. Often the stock mechs are pretty much the best they can be but there are some wehre you have some space for improvements or to push them into interesting directions.

    For example a Centurion with three missile hardpoints can be used to great effect. Dito the missile Jagermech.

    Some weapons are just better than others, while the lack the range the medium laser has the best damage to tonnage output.

    For example I have a Thunderbolt with 5 medium lasers and 2 LRM5s and six heat sinks and four jumpjets; with maxed out armour apart from the back and the front torso. This mech can shrug off AC/20 hits and do alpha strikes for at least four or five rounds before it becomes a problem.

    A friend of mine took a Banshee and stuffed it full of medium lasers and flamers, that mech I am told has become death on short range.


    I love how the game somehow get's better the longer you play as there is so much stuff you can tweak and play with.
  • Skirlasvoud 16 May 2018 22:12:57 4,019 posts
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    Thatís it! Iím buying this!

    I can still remember tinkering on my mechs in mw2 and mw2:mercenaries and coming up with all sorts of interesting combos.

    I want to relive those childhood moments. Sunjumper just convinced me.

    Edited by Skirlasvoud at 22:13:22 16-05-2018
  • sunjumper 16 May 2018 22:19:31 3,426 posts
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    You're welcome.
  • Rogueywon Most Generous Forumite, 2016 16 May 2018 23:01:09 3,880 posts
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    And finished. Beat the story campaign with 45 hours on the Steam clock. Now for the post-game, which I'm guessing is where most of the LosTech can be found.

    Last mission was fairly easy, to be honest, but I went into it well prepared, with Lance composition of Atlas, King Crab, Highlander, Stalker (a very nicely balanced group).

    Game of the Year 2018 so far, in my book.
  • ChiefGB 17 May 2018 01:52:11 9,101 posts
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    The convos in here are getting seriously techwaffle heavy. Which to the untrained eye looks like a lot to be getting on with. Sure it all makes sense to those playing it but it's kinda sounding a bit scary, and not very sexy ;)
  • Rogueywon Most Generous Forumite, 2016 17 May 2018 07:31:19 3,880 posts
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    @ChiefGB To be honest, it is a little bit scary. The superficial similarity to XCom hides the fact that there's quite a lot more tactical depth here. The introductory mission (which doubles as a tutorial) is a piece of piss which you are basically guided through. Then after some cutscenes, you are thrown immediately into a "proper" mission, which is easy by the game's overall standards, but a huge escalation from the tutorial.

    I confess, I found the first 6 hours or so of this game insanely difficult. Part of that is because you need to "unlearn" some XCom habits, but part of it is because there is just so much going on and it takes a few hours to start understanding it.

    It's worth sticking with though. The learning curve is steep but not insurmountable. The strategic side of the game will be more familiar from XCom and is easily picked up and the tooltip prompts on mechs and weapons do a good job of explaining what they're best used for.
  • sunjumper 17 May 2018 08:52:42 3,426 posts
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    @ChiefGB
    Well customising your mech, using the map and the behaviour of your enemie to your advatage does have certain basic similiarities with what you would do in Monster Hunter. And despite Bettletech having a flimsy tutorial it is still easier to learn how to fight enemy mechs than how to survive Lagiacrus.

    It might not be super sexy but it is deeply satisfying.
  • ChiefGB 17 May 2018 10:03:37 9,101 posts
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    Yeah fair enough satisfying trumps sexy, just ask the wife ;)
  • Rogueywon Most Generous Forumite, 2016 17 May 2018 14:32:19 3,880 posts
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    Oh, I did find one interesting custom mech build. Take a King Crab, remove all of its weapons and a bit of armour (for weight allowance), then stick on a pair of Gauss Rifles and a pair of PPCs. Gets you a fairly amazing long-range sniper.

    The downsides, of course, are the difficulty of putting the build together in the first place (Gauss Rifles are incredibly hard to find), the tying up of a 100-ton exotic mech in an ultra-specialised role and a bit of trickiness in managing a slow-moving sniper mech which needs line of sight to hit with its weapons (unlike an LRM-sniper).
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